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Originally Posted by Atgxtg
Nightshade,
Look at it like this.
In RQ2, if you hit someone for 5 or 6 ponts, AND got past the parry, armor took off another couple of points, as did protection (fairly common in RQ2), resulting in a minor injury.
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But that's an issue of the presence of magic in the system, not an aspect of the combat and armor systems themselves.
And 5-6 points was fairly low in our experience; the expected damage was usually closer to 8, and that was assuming no impaling weapons were present.
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In Strombringer, once you got past the parry, the armor mght stop some of the damage (or not), and what got through might still be enough for a Major Wound, taking the foe out of the fight.
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On the other hand, while the roll means you could get very little protection, you could also get rather more than you got in RQ1 and 2; 6 points of armor was a fair bit, barring magic, in RQ1. In fact, it was full plate as I recall.
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The major wounds (high damage vs low armor roll) came up a lot more often than the sever or location take out results in RQ.
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I might believe it was more common than severs, but not than location take outs, which I usually saw multiple times in a given fight.
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Plus, with RQ, there was all sorts of magic to help protect or heal a combatant, so a disabled or even severed limb (heck even Death in some cases) was a recoverable injury. In Stormbringer there was no such option. A lost limb (thanks to amajor wound) stayed lost, since there was no "Healing 6" , and the injuried mostly relied on first aid and natural healing.
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I agree the magic made a difference, but that's an issue of magical availability; as I said, it doesn't have anything to do with armor or the combat system.
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PLus SB1 had cultural stat mods that made the game even more lethal. A human with a 2D6 Damage bonus was possible. Even the max stat limit of 100 was significantly higher than RQ2's "max+min" method.
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You obviously never encountered PC ogres, trolls and even great trolls in RQ.